Feedback:User/Aquadrizzt/Skill rebalance/Auras

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An aura is a type of spell that lasts indefinitely without an upkeep. Auras can provide a bonus to allies adjacent to the caster or a penalty to foes adjacent to the caster, but the caster pays energy for each ally or foe that benefits from an aura. This lasts until the caster can no longer pay the cost of the benefit, until the caster cancels it or until the aura is stripped.

— Aqua

This suggestion is part of my overarching Skill Rebalance Project.

Characteristics[edit]

All auras share the following traits:

  • Self-targeted enchantment that lasts indefinitely without an upkeep.
  • Drains energy for every use (damage packet, healing packet or second, as appropriate) and ends upon reaching 0 energy or upon cancel (such as current maintained enchantments).
  • Provides effect for those within a certain range (usually adjacent) of the caster (including the caster).
  • A character can only have one aura up (much like stances).

List of auras[edit]

Monk Monk
Divine Favor

10 Energy1 Activation time15 Recharge time Elite Aura. Whenever an adjacent ally casts a spell that targets another ally, that spell also heals for 15...71...85. Healing cost: you lose 2 energy or this aura ends.

10 Energy2 Activation time15 Recharge time Aura. Enchantments cast by adjacent allies last 10...22...25% longer. Extended duration cost: you lose 5...3...2 energy or this aura ends.

10 Energy2 Activation time15 Recharge time Aura. Enchanted adjacent allies gain 1...3...3 energy and 10...18...20 health whenever an enchantment begins or ends on them. Conditional bonus: you lose 5...3...2 energy or this aura ends.

Healing Prayers

10 Energy2 Activation time15 Recharge time Aura. Adjacent allies are healed for 10...26...30 every 3 seconds. Heal cost: you lose 5...3...2 energy or this aura ends.

10 Energy2 Activation time15 Recharge time Aura. Adjacent allies receive +2...6...7 health regeneration. You lose 5...3...2 energy for every adjacent ally every second or this aura ends.

Protection Prayers

10 Energy0.5½ Activation time15 Recharge time Elite Aura. Reduces damage to adjacent allies by 20...44...50%. Damage reduction cost: you lose 1 energy or this aura ends.

10 Energy2 Activation time15 Recharge time Aura. Adjacent allies gain stability for 3...5...5 seconds. Any foe trying to knockdown an adjacent ally is knocked down for 2...3...3 seconds. Knockdown cost: you lose 10...6...5 energy or this aura ends.

10 Energy2 Activation time15 Recharge time Aura. Adjacent allies lose one condition every 3 seconds. Removal cost: you lose 5...3...2 energy or this aura ends.

Smiting Prayers

10 Energy2 Activation time15 Recharge time Aura. Adjacent allies deal 5...21...25 more damage in melee. Damage cost: You lose 5...3...2 energy or this aura ends.

10 Energy2 Activation time15 Recharge time Aura. Adjacent foes take 10...22...25 holy damage each second. Damage cost: You lose 5...3...2 energy or this aura ends.

10 Energy2 Activation time Aura. Adjacent allies gain one strike of adrenaline and 1 energy whenever you take damage. Resource cost: You lose 5...3...2 energy or this aura ends.

Assassin Assassin
Shadow Arts

10 Energy2 Activation time15 Recharge time Aura. Adjacent allies receive a 25...77...90% chance to block. Blocked foes shadow step away from allies. Effect cost: you lose 3...1...1 energy or this aura ends.